Dragonborn (Wildemount)
DRAGONBORN
Wildemount was the cradle from which all dragonborn
civilization grew. The city-state of Draconia rose in the
Dreemoth Ravine along the southern edge of the continent,
when foreign dragonkin fleeing the gods' wrath
during the Calamity forged an alliance with native
dragonborn already dwelling there. The colonizing dragonborn,
who called themselves draconbloods, worked
with the native dragonborn, called ravenites, to build a
society that could withstand the wandering monsters
of Xhorhas. However, Draconia swiftly descended into
corruption and bigotry, and the draconblood ruling class
betrayed and enslaved their ravenite kin.
Twenty years ago, Draconia was destroyed by the
ire of the mighty Chroma Conclave, and the city-state's
ruins were occupied by an ancient white dragon named
Vorugal. The chaos of the attack upended draconblood
civilization, and the ravenite slaves rose up and drove
their former masters from the Dreemoth Ravine. Now
masters of their own fate, the ravenite dragonborn have
rebuilt their home within the ravine and have begun to
spread out across the world.
DRAGONBORN IN THE DWENDALIAN EMPIRE
The Dwendalian Empire has seen a massive influx of
dragonborn since the fall of Draconia. Most of the draconblood
nobles who fled into the empire tried to use
their grandiloquent names and titles to earn favors and
prestige. But without the power of a nation-state behind
them, many of those former slave owners were forced
into lives of farming or hard labor. Some in the empire
speak in awed whispers of the "former dragonborn
princes" who now live as paupers, while others scoff at
these haughty dragonborn's delusions of grandeur.
Many ravenites have journeyed to the Dwendalian
Empire in the years since the death of Vorugal, but the
first of those found a colder reception than was given
their former masters. The empire had no desire to grant
asylum to revolutionaries, and would have turned the
ravenites away had the Cerberus Assembly not intervened.
For reasons unknown, the Assembly created the
shantytown of Talonstadt for displaced ravenites, allowing
them to trade labor for lodging there.
DRAGONBORN ON THE MENAGERIE COAST
Many of the draconbloods fleeing their ruined city-state
settled among the people of the Clovis Concord. Some
had beach homes and private villas to flee to, and were
able to establish businesses with the money they had
stashed away there. Others were not so fortunate, and
were forced to take menial jobs to make ends meet.
Many residents of the Clovis Concord feel a twinge of
sympathy for the draconblood exiles, but most commoners
who have any knowledge of the ravenite uprising see
this life of servitude as just punishment.
Many of the ravenites who travel to the warm sands
of the coast are merchants or wealthy generals or politicians
on vacation. As such, all ravenites on the Menagerie
Coast are assumed to have wealth-even exiles
or penniless adventurers. Any tailless dragonborn who
wanders through the cities of the Clovis Concord must
constantly fend off hucksters, peddlers, and thieves.
DRAGONBORN IN XHORHAS
Countless draconbloods fled into the wastes o f Xhorhas
in search of asylum, and some even dared approach the
intimidating walls of Rosohna. The dark elves of the
Kryn Dynasty were eager to welcome these formerly
isolated people into their ranks-though their reasons
for doing so were less than altruistic. More dragonborn
living within range of the Luxon's beacons deepens the
well of experiences that drow engaged in anamnesis
can draw from, bringing their people closer to true enlightenment.
The dark elves have no interest in the rift
between the draconbloods and the ravenites, and treat
both peoples as equals.
Dragonborn Features
• Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
• Alignment. Dragonborn tend towards extremes, making a conscious choice for one side or the other between Good and Evil (represented by Bahamut and Tiamat, respectively). More side with Bahamut than Tiamat (whose non-dragon followers are mostly kobolds), but villainous dragonborn can be quite terrible indeed. Some rare few choose to devote themselves to lesser dragon deities, such as Chronepsis (Neutral), and fewer still choose to worship Io, the Ninefold Dragon, who is all alignments at once.
• Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
• Speed. Your base walking speed is 30 feet.
• Draconic Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.
Dragon Color / Damage Type / Breath Weapon
Black / Acid / 5' by 30' line (DEX save)
Blue / Lightning / 5' by 30' line (DEX save)
Brass / Fire / 5' by 30' line (DEX save)
Bronze / Lightning / 5' by 30' line (DEX save)
Copper / Acid / 5' by 30' line (DEX save)
Gold / Fire / 15' cone (DEX save)
Green / Poison / 15' cone (CON save)
Red / Fire / 15' cone (DEX save)
Silver / Cold / 15' cone (CON save)
White / Cold / 15' cone (CON save)
• Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
• Languages. You can read, speak, and write Common and Draconic.
Basic Information
Genetics and Reproduction
Dragonborn Variants:
Standard Dragonborn
• Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
• Damage Resistance. You have resistance to the damage type associated with your ancestry.
Draconblood
• Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
• Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
• Forceful Presence. When you make a Intimidation or Persuasion check, you can do so with advantage once per long rest.
Ravenite
• Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
• Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
• Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack against that creature. You can do this once per short or long rest.
The Tal'Dorei Campaign Setting book has a variant of the Ravenite that you may use if you wish, but I recommend choosing one of the choices listed above.
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